Udemy – Blender and Substance Painter – Game Asset Creation What you’ll learn ● Blender Basics: Navigating the Viewport – Master the essential techniques to efficiently move around Blender’s viewport. ● Reference-Based Modelling – Learn to use PureRef, Google, AI, and Pinterest for gathering references and creating stunning models. ● Model hard-surface props efficiently using bevels, mirrors, arrays, and clean modifier stacks. ● Convert a working stack to a stable static mesh; fix shading issues before export. ● Unwrap with consistent texel density; pack islands to minimise distortion and maximise bake quality. ● Bake AO, curvature, and normal maps in Substance 3D Painter and use them to drive wear, dust, and colour variation. ● Build reusable smart materials for metal, wood, stone, and glass; layer hand-paint accents. ● Animate a smooth arc-shot loop that highlights form and emission without blowing out texture detail. Stop losing hours to messy bakes and muddy renders—build a stylized lantern with clean UVs, smart materials, and a cinematic arc-shot that actually sells your work. I am Neil from 3D Tudor. Together with Luke, we guide you through a complete Blender → Substance 3D Painter → Blender pipeline: hard-surface modeling, disciplined UVs, robust baking, reusable Painter materials, then lighting, compositing, and an elegant arc-shot for your portfolio. You will need Blender 4+ and Substance 3D Painter. If you can move, select, and navigate in Blender, you are set—everything else we will cover step by step. You will also get curated references, a matching render-backdrop texture, and an optional helper to speed up compositing inside Blender. Here is what I have not talked about yet, but it quietly separates “nice prop” from “hire this artist now.” We will build a tiny art-direction playbook around the lantern: what story it tells, how that story informs edge softness, surface contrast, and where the viewer’s eye lands first. I will show you a quick way to pick three visual pillars (shape language, material read, and focal glow) and test every decision against them. It sounds fancy, but it is just a ruthless way to avoid muddy, indecisive work. What You Will Learn ● Blockout-to-bevel strategy, tidy stacks, and static-mesh cleanup for export. ● UV packing for consistent texel density and painless Painter bakes. ● Curvature/AO-driven wear, layered grunge control, and hand-painted accents. ● Reconstructing Blender shaders, HDRI plus motivated fills, compositor bloom/mist/contact pop. ● Camera arc-shot loop for clean presentation across ArtStation, Sketchfab, and reels. We will also look at naming, versioning, and export discipline—the boring bits that keep you fast. You will leave with a consistent file structure, suffix rules for mesh and texture variants, and a simple “one-click” export preset that keeps scale and orientation bullet-proof between Blender and Substance 3D Painter. When a client asks for a tweak two weeks later, you will know exactly where to touch the pipeline without knocking everything over like Jenga. Presentation matters, so we will build a thumbnail on purpose, not by accident. You will learn how focal length, camera height, and a single motivated rim light can make the silhouette read on a tiny screen. Inside the Class Files References, a tuned backdrop texture, and an optional helper for faster stage and pass setup (a manual path is shown). Create your own stylized lantern: model → UV → bake → texture → render a short arc-shot loop. Use the included references, backdrop texture, and the optional helper for the compositor and stage. A manual setup path is shown if you prefer. You will build a repeatable loop—decide, test, evaluate—that turns “I hope this works” into “I know why this works.” It is not magic. It is just good craft, done deliberately. Size:7.14 GB home page https://www.udemy.com/course/blender-and-substance-painter-game-asset-creation/